View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0021800 | AI War 2 | GUI | Oct 13, 2019 4:48 pm | Oct 18, 2019 4:41 pm | |
Reporter | OzoneGrif | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.900 Custom Fleets With Empty Slots | ||||
Summary | 0021800: Metal outflow tooltip lies about the cost of repairing a shield | ||||
Description | I noticed that repairing shields was costing metal, based on the metal tooltip outflow. After a discussion on Discord about the cost of repairing shields, we found this code: if ( hadAnyBubbleForcefields ) { this.StoredMetal -= costOfRepair; metalSpent += costOfRepair; } So, repairing shields is apparently free (given back directly to the store), but the game thinks it isn't, and that translate to an erroneous information in the metal outflow tooltip. | ||||
Tags | No tags attached. | ||||
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The logic concerning cost of shield repairs is a bit hacky; there is an XML to theoretically control it, but we're not using it. The code just says "Oh, if this isn't a bubble shield repair, don't actually spend any metal". I'm not sure off the top of my head how to check whether it's a bubble shield repair from the vis code; the Faction.cs code handles it by checking all the gameentities in question to see whethe the shield radius > 0 Also worth noting that this is a pretty minor issue. The code is working fine, the game just says you're spending a bit more money than you actually are. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 13, 2019 4:48 pm | OzoneGrif | New Issue | |
Oct 14, 2019 12:42 am | BadgerBadger | Note Added: 0053638 | |
Oct 18, 2019 4:41 pm | BadgerBadger | Note Edited: 0053638 |